понедељак, 23. децембар 2013.

A visual history of the Apollo missions


When NASA's astronauts went into space, they took a 70mm Hasselblad camera with them, taking more than 17,000 photos over the course of 13 missions. That includes iconic shots like the famous "earthrise" and Neil Armstrong's first photos on the moon, but also more subtle moments from early fly-bys and the last-ditch Apollo 13 repairs. And thanks to Houston's Lunar and Planetary Institute, they're all currently available online, offering a rarely seen view of humanity's first missions to the moon.

All jacked in and nothing to play: chasing the perfect VR game


A little over a year after appearing on Kickstarter, Oculus has turned the far-fetched ‘90s science fiction of virtual reality into a wildly successful prototype device: the Oculus Rift. As of this writing, you can snipe enemies in virtual reality with Team Fortress 2. You can hack imaginary computers and see the world through the eyes of a toddler. You can be an elephant and get your head chopped off by a guillotine. But few people would say anyone has found the holy grail of Rift experiences: something that tears up all our rules about good game-making and reconfigures them for virtual reality.
Learning to walk Back when the Oculus Rift was little more than a prototype and a Kickstarter campaign, it was all but granted that we’d be using it for first-person shooters. Oculus had captured the attention of FPS pioneer John Carmack (who would eventually join the company) and every copy of the development kit was set to come with a Rift-optimized copy of Doom 3. As the first units shipped, though, it became clear that just walking, let alone running and gunning, was one of the hardest things to get right. For all the Holodeck-style promise of VR, trekking through a virtual world is often an intensely uncomfortable experience. Over the course of playing Rift demos, I’d sometimes look down to find that I was apparently either crawling through the level or sinking halfway through the floor: because of the narrow vertical field of view on monitors, says Oculus founder Palmer Luckey, game cameras tend to be placed low to make other characters look more natural. "If you were rendering yourself at the correct height — if you're 6 feet tall and you're talking to someone 6 feet tall — their head would be in the center of your screen, there'd be a bunch of sky on top of them, and you'd only see their chest," he says. In VR, "either you're too short and you know it, because you feel too close to the ground, or if you push that camera up to a reasonable height, it turns out that a lot of doorways are about to decapitate you. Entire games are built around these things. You can't just go in and say ‘make the door bigger.’" Trekking through a virtual world is often an intensely uncomfortable experience Even if the camera was right, any game that let me walk faster than a leisurely stroll was almost unbearable for more than half an hour. In some ways, Half-Life 2 is fantastic on the Rift — the mild vertigo induced by seeing the ground 20 feet below me in VR made its early rooftop chase more fun than most of the firefights. But every time I turned or strafed, I got a little sicker. Three levels in, I had to stop and spend the next 20 minutes recuperating. Part of the problem is that, as Valve has readily admitted, porting games to VR is a messy and frustrating process. "[In] Half-Life 2, the staircases in that game are nauseating. And that's something so simple: I’m just moving up a flight of stairs," says Devin Reimer of indie studio Owlchemy Labs, which ported Dejobaan Games’ skydiving title AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome to the Rift. "But the way that it's implemented in that game, because it is sort of just virtual reality support patched on top, you end up running into things like that." The developers I talked to promised I’d develop "VR legs" with time, and though I haven’t tried it, a new version of the headset is supposed to make things much better: its high resolution and reduced latency will get rid of the dizzying motion blur you see when you turn too fast, and Oculus is working on implementing real positional head tracking, which will make your head motions match up to what you see on the screen. For better or worse, though, shooters as we know them — with their nimble, omnidirectional avatars — are probably never going to work on the Rift. "When was the last time you ever moved backwards quickly in real life? It sends your brain almost into a panic mode," says Luckey. "When you're talking about a game like Team Fortress 2 where you're just booking it at 20, 30, 40 miles [per hour] backwards, that's a really disorienting experience and it doesn't feel good in VR at all."
The uncanny VR valley Once you break out of the first-person-shooter paradigm, dealing with VR’s limitations becomes less important than figuring out its strengths. Developer E. McNeill’s Ciess, which won the Indiecade VR Jam earlier this year, exploits what McNeill calls the "easy wins" of VR, eschewing realism in favor of abstract Neuromancer-esque cyberspace. "My pet theory is that we are very good at recognizing what realistic physics are supposed to feel like," he says. "Because that's never going to be perfectly reproduced with the first generation of the Oculus Rift, the solution is to kind of disjoint the player's mind from reality." In Ciess (pronounced see-ess), you’re shuttling around a web of neon data nodes, using your gaze to direct hacks and viruses. "The less you are trying to manually override your camera controls and movement with inputs, the better off you are." Although plenty of other Rift games are at least set in the physical world, breaking with strict realism is still often more comfortable than attempting to mimic it. At Owlchemy Labs, developers decided right away that a high-altitude base-jumping game was a perfect fit: players use the Rift’s head-tracking to look around them as they fall, with motion limited to shifting position laterally in the air. "With VR games, the less you are trying to manually override your camera controls and movement with inputs, the better off you are," says Reimer. The port (called Aaaaaculus!) is a long drop to a hard landing, but drifting around buildings to reach it is a surprisingly tranquil process, not least because no matter how fast you’re falling, your in-game body isn’t actually doing much. The most promising genres — and the ones that hew most closely to realistic motion — are those that involve driving or flying. Reimer calls race-car driving the "perfect one-to-one" link between reality and VR: "What you do in a real race car is: you sit in a spot and you look around. … And yet you're moving around the environment, because you're actually operating a motor vehicle like that." It’s not a purely aesthetic change, either: peripheral vision, he says, could let players keep an eye on other cars in a way that’s not possible on a monitor. If there’s a breakout Rift title so far, it’s spaceflight game EVE Valkyrie, which began as a tech demo from EVE Online developers CCP. The game pits you against other players in dogfights, letting you drift between asteroids while aiming missiles with your head. With a good community, it could be highly replayable, and despite the fact that you’re turning around in zero-g, the lack of any real environment stops your body from feeling too disoriented. While most of the first-generation Rift’s properties make it unsuited for walking or running games, there’s an unsurprising outlier: horror. The Rift, by its very nature, is isolating. There’s nothing to distract you from the world of the game, and while it’s possible to play without headphones, you’ll miss out on directional sounds. All of which is augmented by the fact that in the Rift’s world, things can jump right into you. Remember the old, gimmicky days of 3D, when people would throw baseballs or bowls of popcorn at the screen? The Rift is the logical culmination of this concept, so much that non-horror developers end up having to work around it. "If something gets close to you, you will react as if something's going to hit you in the face," says Doug Wolanick, whose VR shooter Time Rifters is designed specifically to avoid these encounters.
Procedurally generated horror demo Dreadhalls takes full advantage of this instinct. Trapped in dark corridors, you’re not able to see more than a few feet in front of you, and you can’t see anything outside the game either. If something comes up to bite you, you know it’s not real, but you’ll still flinch because it’s right there, up against your face. If a statue moves, Weeping Angel-style, when you turn your back, you end up staring straight at it while you try to back out of the room, relying on your peripheral vision to navigate. Another horror title, Among the Sleep, exploits the Rift’s ability to make players feel out of scale with their environment: you play from the floor-hugging perspective of a two-year-old child. The Rift’s immersiveness has also given rise to another, calmer experience: the virtual meditation or education chamber. One of Luckey’s favorite VR experiences is Titans of Space, which sends players on a virtual tour of the solar system. "It really makes a difference when you're at VR because you're rendering everything at the correct scale," he says. "It's not some abstract image on your screen, you're really feeling how large these things are, and that's something I don't think I've felt just playing on a monitor." Other demos, like "videodream" Iceland, can send you on tranquil trips across a landscape, gently floating rather than walking or flying. And the Rift’s all-encompassing design forces its wearer to pay close attention to environmental details, pulling them into a story or world. Non-gamers could one day look forward to a kind of personal IMAX or even, on the far more speculative end of the scale, a kind of Neal Stephenson Metaverse — Second Life, for one, has said that it will soon be adding VR support.
For the love of the Rift Unfortunately, despite the "wow" factor of virtual reality, there’s still a limited amount to do on the Rift if you’re not a developer. Non-ported games tend to develop a single idea that can be explored in a short period of time: a Rear Window-influenced hidden object game, for instance, or a virtual trial that forces Rift wearers to respond to questions by nodding or shaking their heads. Wolanick is dedicated to turning Time Rifters into a full game, but he’s far from confident in the market at this point. He plans to release a non-VR version of Time Rifters, while staying involved with the developer and enthusiast community. "It's not really about trying to build a base of customers as much as a base of ideas and developers." "I think at this point, it's not really about trying to build a base of customers as much as a base of ideas and developers," he says. And to the outside world, he jokes, the Rift is still just weird. He recalls Frank Underwood’s predilection for PlayStation games on Netflix’s House of Cards: "You're like ‘Oh, wow, a dignified guy like that can sit back and play Call of Duty. That’s pretty awesome.’ And it looked natural. It didn't look unusual. But can you imagine him sitting down on his couch after a hard day and sticking a Rift on his face?" Reimer, likewise, thinks it will take time to build a library of games that really take advantage of the Rift’s capabilities. "In the early days of VR, there are going to be a lot of games that would have existed without the VR component," he says. "That will kind of help with the drought, but it’s not building those amazing experiences. So there will end up being a library of games you can play with that, but not ones that were really specifically tailored to [the Rift]." Ideally, he says, there would be support for people who want to create VR-only games until a critical mass of users makes them economically feasible. Ultimately, the success of Rift software will depend on its hardware. A new and improved Rift could turn today’s virtual reality, a fuzzy world seen through a screen door, into something that at least feels natural, if not necessarily realistic. An end to motion sickness would make it possible to play more genres of games for longer periods and make the Rift palatable to players and developers who aren’t already sold on the idea of VR. Until then, though, Luckey is counting on a dedicated community that sticks with the project out of love — even with no date for a consumer product. "A lot of people are so excited about VR that they aren't doing it because they have a product schedule ... a lot of them are doing it because they just really want to work on VR games." "People were just foraging in a world where they didn't know what the heck they were doing." So far, games and demos have managed to get pieces of the VR puzzle right, but their creators admit nobody’s quite sure what works yet. "VR kind of feels like when touch screens were brought to market, in the sense that developers were developing things blindly for it but there were no standards. And no one really knew the best way to deal with touch screens," says Reimer. "When you pick up an iPad or an Android device, it's understood that there's going to be pinch [to] zoom, and there's going to be finger drag and scaling and page-turning and tap and hold, and all those ideas are established and kind of understood as obvious. But at the time, people were just foraging in a world where they didn't know what the heck they were doing."

Virtual reality check: why controllers haven't caught up to the Oculus Rift


When you put on the Oculus Rift, a virtual-reality headset, it feels like you're in another world. You can turn your head in any direction and see things that don't exist as if they were right in front of you. But the moment is short-lived. As soon as you try to move your hands, feet, or body, the illusion begins to crumble. The Rift's immersion only extends to your head. "The virtual-reality experience is not going to be complete with just the visual side," Oculus Rift inventor Palmer Luckey admits. "You absolutely need to have an input and output system that is fully integrated, so you not only have a really natural way to view the virtual world but also a natural way to interact with it." "We don't have that, and it makes me sad," Luckey says. But as it so happens, a number of companies are already trying to fill in those gaps. When the first Oculus Rift dev kits started shipping in March, a company called Sixense saw a second chance. Two years earlier, Sixense and Razer had teamed up to launch the Hydra, a novel motion controller that used an electromagnetic orb to track a pair of wands in 3D space. To put it mildly, the Hydra flopped. But when the Oculus Rift arrived, developers weren't satisfied experiencing VR with only their heads, and that same Hydra offered an easy, affordable way to get their hands in on the action. The formerly neglected peripheral sold out overnight and ended up moving more units over the course of the month than it had in the space of an entire year. Despite its many faults, it quickly became the de facto peripheral for new virtual reality demos.
In truth, the existing Hydra doesn't make a lot of sense for VR. The controllers are tethered to a base station and have an accurate range of just 3 feet, making it difficult to even turn your body around in virtual reality. But when the Rift caused Hydra sales to accelerate, Sixense realized it could commercialize a better version of its tech: a wireless version with an 8-foot range and a custom three-axis magnetic coil that’s more compact and more cost-effective. The company launched a successful Kickstarter project for an intriguing new design: the Sixense Stem, a set of small wireless modules that could be attached to various parts of the body or placed inside larger controllers — even ones designed by other firms. Sixense CEO Amir Rubin says that anyone can use the module however they like, with no licensing fees. Could Kickstarter failures turn into Rift successes? That’s what Tactical Haptics is counting on. Founded by Dr. William Provancher of the University of Utah, Tactical Haptics has built a controller with a twist — literally. The Reactive Grip moves four sliding plates underneath your hand to twist your skin in ways that make it feel like you’re holding objects that don’t actually exist. The illusion of weight and tension is incredible — but to actually move those objects in 3D space, the Reactive Grip needs a motion controller like an attached Wii Remote or a Sixense Stem. Though the company’s own Kickstarter failed last week, Provancher tells us the idea isn’t dead. He’s taking meetings at CES next month to look for investments. And in the meanwhile, a number of companies including ButtKicker, Woojer, and ViviTouch are pursuing another form of haptics: specially tuned subwoofers you attach to your chair, shirt, or head to induce powerful body-shaking vibrations during your games. Another failed Kickstarter, ARAIG, imagined an entire exoskeletonlike suit where electrical impulses can force your muscles to contract in response to virtual impacts.
Some people don’t want to experience virtual reality with just their eyes and hands, though. "I want to walk and run and jump," says Jan Goetgeluk. He’s the founder of Virtuix, one of two startups hoping the wave of interest in VR can help them sell an omnidirectional treadmill. The Virtuix Omni and the Cyberith Virtualizer both follow the same basic idea: they combine a harness around your waist with a slippery surface under your feet, so you can rotate your body in any direction and walk or even run without actually going anywhere or bumping into anything. They’re rather expensive, starting at $499 for an Omni, and they take up a good bit of space. Still, there’s one obvious way to defray both those costs. "We get at least one email per week from someone who wants to start a VR arcade," says Goetgeluk. The return of the VR arcade But if you’re willing to go to a VR arcade, you might not have to run in place. Startups like Survios, VRCade and Protagonist are using the Oculus Rift in much larger virtual-reality environments — basically the closest thing we have yet to the Holodeck from Star Trek. You can actually walk around an entire room because the system can recognize your surroundings and adapt the game to match. Protagonist’s Atlas system — another failed Kickstarter — uses markers on the floor and a smartphone strapped to your chest, VRCade adds motion-capture cameras, and Survios literally straps a Razer Hydra, a PlayStation Move and an Oculus Rift to a helmet to combine multiple tracking methods.
. . . . http://www.youtube.com/watch?v=_1YMTbckFOY&feature=player_embedded . . . .
In order to make virtual reality fit your environment instead of the other way round, so-called real-space virtual reality requires custom games — "You’re not going to be playing Battlefield 4 on this," says Protagonist founder Aaron Rasmussen — but those games can be extremely immersive as a result. Oculus founder Palmer Luckey counts "Zombies on the Holodeck" — a Survios game — as one of his favorite VR experiences thus far, shooting and slashing through zombies with the use of his full body. And just because you’re stuck in a single room in reality doesn’t mean you can’t move further in the virtual world. Survios co-founder Nathan Burba tells us that while any given section of a game might be small, you can move from one 7 x 10 foot playroom to the next with the push of a joystick. A slew of jerry-rigged contraptions with no market So if all these startups are building all these promising components of a complete virtual reality system, why is Palmer Luckey sad? So far, all these companies have to show for their work is a slew of jerry-rigged contraptions, and there’s no market for them yet. At the Kickstarter stage, many of these startups have already failed. And Luckey’s not convinced that any of them are the right hardware for virtual reality yet. "It’s still so early on that it’s hard to say which of them is the best or if they go as far as they can go," Luckey says. "There are things out there that are cool, but there are other things I’ve seen, things that are not necessarily public facing yet, that are much cooler." Of course, you might be able to say the same about the Oculus Rift itself. While he credits the Rift with pushing VR further and faster than any previous piece of headgear, Virtuix founder Jan Goetgeluk thinks it won’t be alone. "I think the head-mounted display, a year from now, will be a commodity," he tells The Verge. Several people we spoke to for this article suggested that major display vendors are working on their own solutions, hinting that Samsung and Sony are preparing their own head-mounted displays to compete with Oculus. "The head-mounted display, a year from now, will be a commodity." Luckey takes these comments in stride. "I do think it’s true that there will be more headsets… If we're the only VR headset on the market in five years, than VR probably isn't taking off like we'd hoped it would." In the meanwhile, the uncertainty over which peripherals will eventually be necessary poses an issue for prospective virtual reality game developers. VR games need a controller of some sort, but each device that developers support adds more work. For now, Oculus and Sixense seem like fairly safe bets given the proven interest. Oculus has already shipped 40,000 developer kits, and Sixense is preparing for 10,000 preorders of the Stem. But even the Rift and the Stem aren’t consumer products quite yet, and the rest of the VR hardware ecosystem is a rather Wild West. "We want people to be able to play these things." Though Luckey doesn’t think gamepads, keyboards or mice are really the right interfaces for virtual reality, he tells us Oculus may not have a choice on day one. "At the beginning, I think we’ll focus primarily on gamepads," he says. "We don’t want to say you’re going to need a $200, $300, $400 system in addition to your Oculus Rift. We want people to be able to play these things." But if another company doesn’t rise to the challenge and figure out how to build the right input device for VR, the inventor of the Oculus Rift says he might have to do it himself. "I specifically believe that we are going to be doing that," says Luckey. "We're not going to make virtual reality input unless we think we can make the best virtual reality input," he clarifies. But one way or another, we won’t be stuck with gamepads for long.

What are the real-world ramifications of ghostbusting?


There's no question that Ghostbusters is a great movie, coming down from the same pulp occult tradition as William Hope Hodgson's Carnacki, the Ghost-Finder. But you really have to wonder: given the public's wishy-washy opinions about ghosts, what would people think of a bona fide ghost tracking agency running loose in New York City? The Awl has republished a classic 1984 Atlantic Monthly cover story entitled "The Politics Of The Next Dimension: Do Ghosts Have Civil Rights?" which dutifully explores the media explosion that would have followed Spengler, Stantz, and Venkman as they track down ghosts in the tri-state area. It's a fun fake (if thoroughly reported) piece that follows the moral and legal gray areas surrounding the Ghostbusters.

Building a better nest: Inside Twitter's continuous redesign


It’s early evening on the day of Twitter’s holiday party, and the company’s headquarters are emptying out. Michael Sippey, the company’s vice president of product, is holding office hours in the large dining area next to Twitter’s cafeteria, meeting with members of the Twitter flock to solicit ideas and answer their questions. A few blocks away, the party venue — San Francisco City Hall — has been lit up in Twitter blue for the occasion. Tweets from the event will be hashtagged #celebrate, underscoring the triumphant year the company has just finished. Twitter’s improbable rise culminated in it becoming a public company last month, in an offering that raised $2 billion and firmly established the service as a pillar of the social internet. But while most of the company is relaxing, Sippey is still thinking through the product. There is some reason for concern. Despite its success this year, the company’s user base grew more slowly than it hoped. At the time of its initial public offering, Twitter had 215 million monthly active users, compared with 1.19 billion for rival Facebook. Twitter’s challenge from the start has been familiarizing new users with its core conventions — following, @ replies, hashtags, retweets — and helping them continually discover content that keeps them coming back. An evolving redesign of the company's entire range of products It’s Sippey’s job to make that all easier. Since taking over the product team last summer, he has overseen a reorganization of the company’s development efforts designed to make the company more nimble. That effort has begun to bear fruit: in just the past four months, Twitter has introduced a conversation view that joins tweets and replies with blue lines; inserted image previews into the core timeline; and enabled photos to be sent in direct messages. Then, two weeks ago, the company redesigned its apps for iPhone and Android to let users swipe between different timelines and make messaging more prominent. The result has been an evolving redesign of the company’s entire range of products. In an interview with The Verge, Sippey laid out the philosophy behind the changes — and hinted at the further changes yet to come. More timelines are on their way, and so are more images. Direct messages, after years of neglect, are reclaiming a more prominent place within the product. "In terms of where we want it go, we’re constantly working on that — constantly," Sippey says. "And you have to continually be revisiting that, because the world changes, consumer behavior changes, the competitive landscape changes. And you want to be able to react to that." Going mobile-first To understand Twitter’s new direction, it helps to remember the way the company used to build software. For most of its life, months would pass between major improvements to the product. It was a consequence of the once-ubiquitous Fail Whale: the company’s engineers were frequently working overtime just to keep the service running. But Twitter faced another hurdle to growing its user base — in a world that was rapidly shifting to mobile devices, its product teams were still focused on the web. Until this year, a team building a new feature for the web would create it in isolation. Later, small iOS and Android teams would be tasked with implementing that feature in their apps. Facebook, notably, once faced a similar problem — it grew up on the web, and took its time adapting to a world dominated by mobile devices. Twitter started on mobile phones, but until recently oriented its product development teams around the web. "Essentially, what we did was turn that model upside-down," Sippey says. Now every team working on a feature includes mobile developers — a strategy that became possible only after the company overhauled its recruiting and training programs. Transformimg employees into mobile developers In April, Twitter bought training company Marakana and had its team build an in-house developer school called Twitter University. The goal: transform more of Twitter’s current employees into mobile developers. "That’s really accelerated our ability to have great back-end engineers and Java engineers become iOS and Android engineers," Sippey says. From there, like Facebook before it, Twitter built an experimentation framework into its apps for iOS and Android. That lets the product team test hypotheses by randomly selecting 1 percent of Twitter users to see how new features change their use of the product. Data drawn from those experiments gave the company new confidence this year as it set out to transform its products — and helped the team start moving faster.
Inside Twitter’s experiments Take conversation view, which Twitter introduced in August to a mixed response. For years, it had been clear that seeing replies scattered around the timeline made Twitter harder to grok. "We knew through user research that the mechanics of conversation on Twitter were difficult for people," Sippey says. "And we know that one of the best things about Twitter are the conversations! We wanted to make it easy for people to understand that conversations happen on the product, and how they happen." Twitter built multiple treatments for viewing conversations With its development team stocked with mobile engineers and the experimentation framework in place, Twitter built six or seven different treatments for viewing conversations. One version put replies on top of the original tweet instead of underneath them. Another made replies smaller than the original tweet, to give them a sense of hierarchy. Informed by data from its experiments, Twitter opted to simply link related tweets with a blue line. Some users complained, but the outcry has mostly died down. And Twitter has continued to iterate on the feature, working to make sure users don’t see the same tweet every time new replies trickle in. "It’s done great things for users and it’s been good for the product," Sippey says. "The timeline is easier to read." The company applied a similar approach to bringing images inside the timeline. "We’ve known for a long time that great moments on Twitter typically have a photo with them," Sippey says. "People like pictures." The question was how to insert them into the timeline in a way that felt natural: "How do we make sure we maintain the rhythm of reading Twitter?" Sippey says. "And also how does it perform, and how does it drive engagement?" The team experimented with different ways of cropping photos — photos as squares, photos at full height, photos cropped to the height of a text tweet. Ultimately, Twitter settled on a rectangular crop that’s as tall as two text-only tweets. "We saw in the data that it worked for users," Sippey says. What everyone wants to know — and what Sippey declines to say — is how these changes are affecting engagement and user growth, in raw numbers. The most immediate boost to engagement came when the company started showing action buttons (reply, favorite, retweet) without making you first tap a tweet. Sippey expects other changes to boost engagement over time — an indication, perhaps, that they haven’t yet sent it skyrocketing. Twitter is betting that it can change user behavior over time by changing their concept of what the service is. "As you see more photos in the product, you think of Twitter as a photo product," Sippey says. "Some of these things are investments in the future of where we want the product to go." "As you see more photos in the product, you think of Twitter as a photo product." Another one of those investments in the future is messaging. In 2011, a redesign that came to be known as #newnewtwitter moved direct messages a layer deeper in the interface; the company reportedly once considered eliminating them altogether. With the release of its new mobile apps, DMs are once again front and center. It’s no wonder: messaging apps have exploded in popularity, and WhatsApp alone boasts more than 400 million monthly users. "It’s always been a great part of the product," Sippey says. "What we want to do is make Twitter a great experience for both public conversation and private conversation — because we think the two complement each other." What lies ahead The company’s redesigned apps, which it released earlier this month, offer further hints about Twitter’s future. Today you can swipe from your home timeline to Discover, which highlights popular tweets and trending topics, and Activity, which lets you know what the people you follow have been doing on Twitter. The company is already testing a tab called Nearby, which shows you tweets in your area — a service that could make Twitter more useful at a concert, a sporting event, or during an emergency. "You want to have other experiences, depending on the time of day, or where you are, or if there’s some event happening in the world." Many other such tabs are possible. "There are 500 millions tweets that flow through every day," Sippey says. "A lot of what you want to go experience probably isn’t in your home timeline — you can’t follow enough. You want to have other experiences, depending on the time of day, or where you are, or if there’s some event happening in the world. We want to build flexibility into the product to be able to present those collections of tweets to users." And so the experiments continue. There are now between 30 and 40 tests running inside the mobile apps, informing a development cycle that now releases every month on iOS and every week on Android. As at Google and Facebook, Twitter’s engineers will constantly be looking for new ways to build and retain their audience, and the most successful experiments will become core features of the product. And features are likely to be introduced gradually — a break from the company’s historical approach to redesigns, when it would bundle scores of changes together and introduce them all at once. Part of that is for testing purposes: rolling changes out independently one another makes it easier to assess how each of them impacts engagement. But it’s also designed to reduce the strain on everyone using the product. "The goal all the time is to make things cognitively simpler for the user," Sippey says. "Doing it this way gives them the opportunity to learn and see the change and adapt to the change while we’re actually making the product better." The challenge for Twitter lies in finding ways to attract new users that don’t alienate its existing base. And when Twitter users are unhappy, their judgement can be swift and relentless. Recently, an effort to improve the way users can block offensive content backfired when victims’ advocates said the changes would make victims of harassment less safe. Within a day, Twitter had reversed the changes — all that for a feature most people on Twitter have likely never used. One thing people inside and outside the company tend to agree on: Twitter does need to evolve. To realize its vision of a world connected publicly and in real time, it has to grow quickly — and the current version of the product has only gotten it so far. But what will it evolve into, exactly? There are risks in listening too closely to experimental data, which can favor incremental change over bold new visions. Twitter sees itself as a service that makes it easier for people to connect with one another, and to discover what’s happening in the world. But how it gets there is still very much in development. The company didn’t train all those mobile engineers to do nothing. "Product teams," Sippey says, "like to ship."

US government and cable providers agree to improve set-top box energy efficiency


A new agreement between the US Energy Department, environmental groups, and various technology firms could improve energy efficiency of cable and satellite set-top boxes by 10 to 45 percent by 2017. Experts believe the deal could save up to $1 billion in energy costs annually. The pact doesn't include any binding legislation or regulations that companies must legally adhere to; it's entirely voluntary. But nearly the entire pay-TV industry has already committed to honoring the agreed upon terms. Comcast, DirecTV, Dish Network, Time Warner Cable, AT&T, Verizon, Cox Communications, Charter Communications, Cablevision, Bright House Networks, and CenturyLink are the service providers that have signed the agreement. Manufacturers including Cisco, Arris, and EchoStar are also taking part. "To put that in perspective, this amount of energy savings would eliminate the need for three power plants and prevent 5 million tons of C02 emissions per year," the Energy Department said in a press release. Apparently this can all be achieved without further dragging down performance of set-top boxes, which are already panned as sluggish and unintuitive by many users. “The set-top box is an integral part of the broad, diverse, and often-changing entertainment experience in most American households,” said Gary Shapiro, CEA president.

Jack Dorsey joins Disney's board of directors


Twitter co-founder and Square CEO Jack Dorsey now has an even busier schedule: today Disney announced that he's been elected to the company's board of directors. Dorsey's presence on the board is effective immediately and he joins as an independent director. "Jack Dorsey is a talented entrepreneur who has helped create groundbreaking new businesses in the social media and commerce spaces," said Bob Iger, Disney's chief executive. "The perspective he brings to Disney and its Board is extremely valuable, given our strategic priorities, which include utilizing the latest technologies and platforms to reach more people and to enhance the relationship we have with our customers." "I am honored and humbled to join the Disney Board," Dorsey said. "Disney is a timeless company, one we all grow up learning from and admiring." Other influential technology figures including Facebook's Sheryl Sandberg and BlackBerry CEO John Chen currently sit on Disney's board. Prior to his death in 2011, Apple co-founder Steve Jobs spent several years on the board (and as Disney's largest shareholder) after Disney acquired Pixar in 2006. There are obvious parallels between the legendary Jobs and now Dorsey, who has helped build two hugely successful platforms in Twitter and Square. As you might expect, @jack had a tweet ready to mark the occasion. "I only hope we don't lose sight of one thing—that it was all started by a mouse."—Walt Disney